I know this thread is old... I didn't find any official statement about this from the dev though. Until then, I have two suggestions. One for use with "once per round" ruling, and one for use with "unlimited per round". ONCE
UNLIMITED
What do you think?
gorrath wrote:
I had 3 products in my cart, Serpent's Skull #2 (pre-order), Serpent's Skull #3 (pre-order) and Pathfinder companion:Sargava. Around September 14th, SS2 and SS3 were removed from my cart and disappeared completely, and Companion is now only available from third party. I hope this is a temporary situation. :(
Why not only a "movement" skill, which would includes different sub-categories. Like Perception with smells,listen, ... You can be good at moving, climbing, flying... And you get racial bonus for sub-skill. Or you can have a feat to get a bonus. Examples:
Or something like that...
I would suggest allowing the Ranger to make a Knowledge check and using his level instead of rank. (which would be the equivalent of having max rank in this skill) Also, to make the Ranger better at knowing things against his favored enemy, I would also suggest to add his Fav.enemy bonus to the check. Example: Ranger 10th-level, int10, fav.enemy Undead +6, Dragon +2, no rank in knowledge Knowledge (Religion) +16
The checks are only for knowledge of creatures (strength, weakness...).
I agree that CHA does not give as much benefit as other stats. I am in favor of adding something to the mechanics that would be CHA-based... ... but I am against changing actual rules to replace another stat bonus with CHA. (mostly because of backward compatibility) Something new is always nice, but be careful with balance. AP is a good idea, but it would need lot of playtesting to find the right amount.
khul wrote:
This is a good point! I think that Search can be use to search for clues (not only traps), more like "Investigate", which really sounds Int-based. Sherlock Holmes! To me, Perception/Search is Notice/Investigate and should be different skills, based on different abilities. If Perception and Search are separate, a new feat, class ability or racial ability could be added to make Search Wisdom-based. (Ranger or Elf ability?)
I am all in favor of standardization. But I don't like giving the Toughness feat. (dipping issue...) I prefer the suggestion of adding 1hp/Brb level. A kind of "Barbarian Toughness". (that would stack with the Toughness feat, if a player choose to take it) Changing D12 to D10+1 also gives an unlucky player an higher *minimum* HP. A roll of 1 becomes 1+1, and I think it fits with the concept of the tough Barbarian. It is also easier for backward compatibility. Average D12 = D10+1. No change has to made to Barbarian from 3.5
Fatespinner wrote:
What if Fighter A grapple? How can the monster attack the Rogue B? Or what if the rogue is invisible? Will you try to hit fighter A or hope for a hit on Rogue B with 50% conceal (considering you know which square he is in)? Or what if you can strike back because you are already dead because of ridiculously high damage from Rogue B?
Selgard wrote:
I mean... Really? Maybe we should ask Monte Cook what was the intented role of the classes when he work on the PHB: Spoiler:
PHB p.37-38, FIGHTER Role: "... charging into the fray while his comrades support him..." PHB p.49, ROGUE
When I read "opportunistic", I understant ONCE IN WHILE. Not 4 times in the same round, in consecutive rounds... And when I read "aren't capable of prolonged melee combat", I understand SHOULD TRY TO AVOID MELEE ATTACK most of the time. I don't think that the intent behind sneak attack mechanics was to make the Rogue the primary damage dealer. It was just something that happened because of missing rules to balance this feature. Yes, I said "balance". Nerfing is not nerfing when it is balancing something out of control. I already proposed 2 tweaks in another thread to balance SA. *Tweak 1: Decreased number of D6 of sneak attack by 1 on next hit in the same round. (5D6 first hit, 4D6 second hit, 3D6 third hit... reset at end of round, and exclude AoO) *Tweak 2: Make number of D6 of sneak attack EQUAL to Rogue level (5D6 at 5th-level, 10D6 à 10th, 20D6 at 20th...), but make SA usable only once per round (but NOT as a standard action, to allow for Spring Attack and/or AoO)
Selgard wrote:
Really? I don't understand this concept. I always thought that Fighters were supposed to be the ones good at fighting. And "good fighting" was being able to deal damage AND survive the battle. Not standing there waiting to get bashed... A Raging Barbarian deals more damage? That could makes sense, since this class is more about brute force. ... but the Rogue? Are we talking about the halfling, specialized in hiding and dealing with traps (and surviving them!). This small adventurer, not so strong or resistant (lower HP) and not good at attacking (lower BAB), should get on the front line to kill the Colossal Beast? hum... seems strange. If the concept of the Rogue is really to be a primary damage dealer, than the whole Rogue class is broken, and the Fighter class too. So instead of a complete redesign of two class, I think it would be better just to tweak the Sneak Attack. And removing flanking might not even be enough. Greater Invisibility, attacking a grapple opponent, or just acting first in combat can all lead to a very abusive situation with a rogue. And nobody wants to be useless in combat, I understand. By the way, D&D is not a fighting game, it is a ROLEPLAYING game. Are you saying that if a Rogue is in a fight against a creature immune to sneak, he should do nothing? When a Ranger is not against his Favorite enemy, is he useless? Is a Paladin fighting neutral creature useless? What happens when a Bard is not playing music, nothing? Does a Cleric sits down in a combat until someone need healing? The main combat role of the Rogue is to sneak attack... but they should not be primary damage dealers. If the are, then they should also have an higher BAB, to reflect this role. One way or the other, there is something not working with the sneak attack concept.
I still like the original proposition (D6 decrease on next hit), but I have maybe a new proposition. Instead of reducing the number of D6 of SA, I propose to increase this amount to 1D6/level (similar to some spells). The SA ability is then usable only once per round (similar to some spells), but not as a standard action. A Rogue Talent can give the Rogue a second SA in a round (similar to a quicken spell). Tweak #2
What do you think about this tweak?
Samuli wrote:
I'm glad you bring up TWF Rogue. I propose something for this in this other thread. If all three basic methods of fighting* can be more balanced in some way, the player will choose a method corresponding to his taste, not according to available feat, or power of method. *3 methods of fighting:
Kaisoku wrote:
This is a good point. And it seems to offer more balance compare to other weapons... ... but to get more balance, shouldn't we just try to "tweak down" the Spiked Chain instead of "tweaking up" the system? EDIT: I just had an idea (maybe a *bad* idea) What if the Spiked Chain was threatning only adjacent square, but works more like the whip when using with reach? Unlike "pole" weapons (guisarme...) to attack at 10ft you must "throw" the Spiked Chain, thus provoking AoO... Normal use in adjacent square, attack at 10ft with AoO.
Maybe the problem with the Spiked Chain is not with AoO. Like Scotto show, the Spiked Chain is not well balanced compare to other weapons. Scotto wrote:
... and also it's a two-handed weapon, making Power Attack count double. I think there should be an exotic weapon for attacking at reach and still strike close (an interesting niche). This being a big advantage, this exotic weapon should not include too much *other* advantages.
Locksmyth wrote:
NPCs and Monsters don't have random HP, they instead have a fixed (average) amount of HP. Their ability scores also follow a standard array. (not much verisimilitude here) I think that players are *special" in some way, and should not be weaker than average monsters because of bad random dice rolls. An hybrid system keeps some randomness and at the same time prevent a player of being stuck with a sub-caracter.
Brit O wrote:
Still not buying it... To roll 5D6 or 4D6 or 3D6, a player have to count them up. If the D6 are already counted, just drop 1D6. A kid could do this... I would even go as far as saying that the mental work required to remove 1D6 from a pool of dice is *less* than the mental work required to add the number of this D6 to a pool of dice. Brit O wrote:
Let's not compare spells with melee attacks. I think that many unbalanced spells need *major* tweak, but this is another discussion. We can not compare spells (usable a small and fixed numbers of times per day) to an ability that is usable "at-will"... Brit O wrote:
As I stated in a previous post, Invisibility is not the only situation of possible abuse. But I agree with you that DMs have a lot of options to deny the Rogue his ability to sneak attack. However, DMs can not always deny the Rogue one of his core class ability. It would be like removing all undead from a campaign with clerics, never letting a Ranger encounter his favorite enemy... A more stable sneak attack mechanic would let the Rogue play, without a DM constantly needing to hinder him. I would like to see a list of all the problems with the tweak.
The tweak:
Scotto wrote:
Not a bad idea! It is also coherent with the 3.5 grapple rule. Attacking while grappling is only unarmed, natural weapon or light weapon.
Sir Hexen Ineptus wrote:
This is a good idea. It takes one less feat but still requires two. Does it mean that a 16th-level Fighter can use FOUR off-hand attacks? (current rule allows for only THREE) And the prerequisite should include the BAB+6.
I think any revision to TWF should follow this concept: Two-Handed Fighting
One-Handed Fighting
Two-Weapon Fighting
The actual mechanic of the game is one of problem with TWF. "More chance to hit" means more chance of dealing damage. When taking hit% in account, potential damage output for TWF can be slightly higher than THW. Power attack helps the two-handed fighter, but the penalty decrease his chance of hitting, thus sometime reducing potential damage output. DR reduce damage per hit and this works against TWF. Also, TWF damage output decrease when number of off-hand attacks are lower than primary attacks, but since they use lower bonus, the amount of damage is not reduce by much. I don't know if the number of feats require is good or not. We should not forget about the combat style of the Ranger. And if only one feat was require to get same amount of off-hand than primary attack, this would means getting suddenly 3 extra attacks at the cost of one feat at higher levels.
3rdnail wrote:
What do you mean: "too much book keeping"? The tweak is only this:
(remember, it all resets at the end of round, like iterative attacks and AoO...) Players can figure out attack modifier and damage on iterative attack, after being buffed by the cleric, fighting with two-weapon and flanking, while attacking a prone foe in a fog area, with power attack and confirming a crit with a bane and shocking burst weapon, all this with the smite evil ability. huh... Book keeping? This is not a good argument for something as simple as this tweak.
I had a game with one of my group monday night. I had just read this thread few hours before, so I talk about random HP and different propositions with them. We all agreed on many things: 1- Randomness is fun when rolling HIGH numbers
We all found that an hybrid system with some randomness seems to be the best because it removes low HP roll and still allow for a fun dice rolling experience at level up. I presented them the following two methods: D4 method:
Half-Random method:
Everybody likes both method. The methods make sure that fighter-type caracters get more HP than spellcaster-type, which seems logical. We also agreed that, while giving a little more HP to PCs, both system work well with actual 3.5 ressources (MM). For backward compatibility, no change are required. We all think that the D4 method is the easiest to explain and simplest to put in an rulebook. But we all prefer the Half-random method. (If a D4 method was the rule, we would be happy but we would use the other one as a houserule!) Our discussion about HP also adress the 1st-level. The SRD standard "max HD at 1st-level" is not logical. We all think it was made this way to give caracters a chance to survive 5 minutes... We use another option: 1st-level, like any other level, use a normal roll (whatever the system). To give more HP, we add HALF constitution score ("score", not Mod). We realize that using the full score can result in a large and weird gap (8CON vs 20CON = 12 HP difference at 1st level), this is why half is better. Using CON modifier made no sense because of possible negative modifier. This is also simple to implement in previous material. To update a creature, just add half CON score... or don't. Sometimes it is not worth spending time and making some math just to add 8hp to a CR10 monster... In conclusion, after discussing with my group (and updating their 7th-level caracters) this is what we consider a big win: Using D4 method for every level (including 1st-level), and giving HP bonus equal to half Constitution score. *Player are happy because no low HP score, and fun rolling dice.
Selgard wrote:
What I am proposing is to reduce a little bit of maximum D6 output in certain situation, where the number of D6 get ridiculously high. I don't agree that this a very very big nerf. - No change when only sneak attacking once in a round (most situation) - Worse case is only 10% decrease in total number of D6 for a one handed fighting Rogue. This worst case and will be less in average situation. - For TWF (where is the most possible abuse) the situation is at a 25% decrease for the worse case. A TWF in most situation will have a significantly less decrease. Sneak attack is a important part of the Rogue and should not be removed. One of the role of the Rogue is to "sneak". This is why I am only proposing a minor tweak (instead of a big change like making it a standard action). ... and before you start thinking that I hate Rogues, I will say that it is my favorite class, the first one I have played, and one I play most often. This is why I am giving so much attention to all its class abilities!
Flanking and invisibility are not the only situation where a Rogue can sneak attack. Sneak attacks also work with ranged weapons. Other example situations of easy abuse with no counter: Monk grapple target. Target is denied DEX Bonus. Rogue makes full-round of sneak attack. Nothing to prevent sneak attacks (only getting out of grapple). Rogue with boots of speed, with rapid shot, starting encounter at 30ft of target. If the Rogue wins initiative, he activates his boots (free action) and make a full-round of ranged sneak attacks. (target is flat-footed). Nothing to prevent sneak attack on this round.
Thanks for your input, Selgard. I am trying to focus on the large amount of D6, not amout of damage. And more precisely on *possible* large amount of D6. I also think that TWF is the best melee option for players who wants to deal damage (sneak attack or not). The other good option is two-handed weapon with high STR and Power Attack. I think a "melee" type of Rogue would choose TWF, even if he has not intend of abusing SA. I also don't think that "every other classes are being buffed". Too many threads are about people complaining about the "nerfing" of their favorite class... Back to the tweak: As many have already said before, the situation where the abuse is possible occurs rarely. I would even go as far as saying that a Rogue would rarely be able to sneak attack more than once in a round. Getting into position is not easy, we all agree on that. In the majority of situation, a Rogue will only make one sneak attack in a round. In the majority of situation this tweak has NO impact at all.
Brit O wrote:
I have to agree with you that abuses are sometimes difficult to do! What my players came up with was not too difficult and consist mainly of a Sorcerer casting spells and then send a Greater Invisible, Hasted and flying silently Rogue to a target. The result was a DM who could not *always* deny the Rogue (and the Sorcerer) the use of his core ability. And a game that sometimes looks like "The DM vs The Rogue". Not fun for the Rogue, not fun for the DM and not fun for the other players.
I made a table to show how much is lost for the Rogue with the proposed tweak. The following tables compare the maximum number of sneak D6 if *all* attacks hit target, for tweak vs actual rule (with percentage). First table is for fighting one-handed, second is for two-handed (with all feats). Haste was not taken in account, only iterative attacks. Remember, the following numbers are only when ALL attacks hit. Iterative attacks penalty, higher AC of target,... may cause an attack to miss (resulting in less D6 decrease, and higher total D6 efficiency). Percentage are thus worse case. Spoiler:
1 - 1/1 (100%) 2 - 1/1 (100%) 3 - 2/2 (100%) 4 - 2/2 (100%) 5 - 3/3 (100%) 6 - 3/3 (100%) 7 - 4/4 (100%) 8 - 7/8 (88%) 9 - 9/10 (90%) 10 - 9/10 (90%) 11 - 11/12 (92%) 12 - 11/12 (92%) 13 - 13/14 (93%) 14 - 13/14 (93%) 15 - 21/24 (88%) 16 - 21/24 (88%) 17 - 24/27 (89%) 18 - 24/27 (89%) 19 - 27/30 (90%) 20 - 27/30 (90%) Spoiler:
1 - 2/2 (100%) 2 - 1/2 (50%) 3 - 3/4 (75%) 4 - 3/4 (75%) 5 - 5/6 (83%) 6 - 5/6 (83%) 7 - 7/8 (88%) 8 - 10/16 (63%) 9 - 14/20 (70%) 10 - 14/20 (70%) 11 - 18/24 (75%) 12 - 18/24 (75%) 13 - 22/28 (79%) 14 - 22/28 (79%) 15 - 33/48 (69%) 16 - 33/48 (69%) 17 - 39/54 (72%) 18 - 39/54 (72%) 19 - 45/60 (75%) 20 - 45/60 (75%) The proposed tweak (decrease D6 for next HIT) for one-handed:
The proposed tweak (decrease D6 for next HIT) for two-handed:
The tweak is a bigger lost for TWF, but this is the intend of the tweak. One-handed fighting start to see a decrease in efficiency only at level 8. If Rogue sneak only once in the round (very common scenario), there is not D6 decrease.
Brit O wrote:
It does not hinder Rogue that much. If your point is that iterative attacks would miss, than the tweak change nothing for you. If your are only saying that *less* attacks would hit, than it means only a tiny small amount of D6 removed from the pool of sneak attack damage. This tweak is than only micro minor. But if your are saying that a TWF 15th-level hasted Rogue is loosing a total of 21D6 when his 7 attacks hit target (35D6 total instead of 56D6), than I totally agree with you that it hinders the rogue... But that's the whole point of this *minor* tweak. We are open to suggestion if you have a proposition to prevent abuse without penalyzing the rogue.
Tweak simple make attack, deal damage + sneak make other attack, deal damage + sneak (D6 decreased) make other attack, deal damage + sneak (D6 decreased) End of turn. Reset sneak (player can add dice for critical, than player can remove dice for sneak) Simple. No keeping track. No uber-nerfing. No math. No bookkeeping. ...No abuse.
I agree with the "DEX only is not enough". But with perception check to act on the surprise round, you then indirectly include the WIS/INT variable in the initiative. For the BAB... I am afraid that this would remove the edge Rogues have over Fighters. A Fighter class might be good to attack, but not necesseraly quick to react. And the poor spellcaster will often take his turn last at higher levels if BAB was include in this check. I would prefer not adding BAB to INIT. But the idea of using size modifier seems very logical. Size modifiers are already includes in other aspect of the game. AC, CMB, BAB... I would suggest that the size modifier for INIT be the same as for AC. Maybe there should be a feat to replace DEX by INT for INIT. "I knew this was going to happen..." Or maybe it is not a feat and only an option. WIS : almost already includes. Perception check for surprise round.
DracoDruid wrote:
When you put it this way, it's hard to find argument against it! It seems totally logical now. The "INT" part of the skill is driven by ranks! Nice!
Freesword wrote:
I think we previously agreed that to remove complexity of this system, AoO should be at Full Sneak D6 . (but may be decreased if Combat Reflexes?) Nothing to keep track after end of turn. Brit O wrote:
That frightens me. How this kind of player will calculate the total of all those sneak D6s at higher level? Gulp! hehe! Seriously, I have to agree with you on this: when will some players going to learn the mechanic of *any* of their core abilities? Players should be use to deal with complexity. D&D is *already* complex. I think "minus 1D6" sounds even simpler than "minus 5 on BAB for iterative attack"... In my opinion, removing a D6 from a pool of dice (after an ATTACK or a HIT) does not add too much complexity.
Kelvin273 wrote:
And standard roll of previous editions? Rolling for random number of HP is an important part of D&D... So 3 options? Random, fixed, and half-random (or half-fixed...) By the way, I really like the half-random method. Barbarians (D12) will always have better base HP per level than D6 and D4 caracters. It also helps the fighters stay on the front line. Kelvin273 wrote:
Everybody also include the DM. It's dificult to come up with nice encounters that wouldn't kill the unlucky low-hp tank (or any other player). Also, CR work well with average party level... consisting of caracters of *average* power... Full randomness can lead to extreme situation :
The DM would have a hard time finding an interesting encounter for them... Random roll has been around for dozens of years. It will be difficult to remove it from the game. The two other options are very good to adress the randomness issue.
This is how I see the new feats. I am a little bit in favor of the new feat, but the thing about PrC make me think about the consequences... Skill Proficiency [General] Choose a skill. Benefit
Special
Skill Focus [General] Choose a skill. Prerequisite
Benefit
Special
Robert Brambley wrote:
I understand your point of showing to the players what abused rules can do. I also think you are a very lucky gamer if you have time to play *and* to show them this. hehe! I once have a player who was a little bit of a rule-lawyer/min-maxer. His way of playing the game changed when he start DMing a new campaign. His experience on the other side of the screen made him realize many things, and he became a better player. But this is a long process... Sometimes, it only takes a small change to help DMs keep game balance. I would prefer concentrating on good adventures instead of workarounds because of loopholes... The problem with attempting to correct some rules (any rule) is that we are all used to how things are since the release of 3.0. Any change, good or bad, is still a change and old habits are hard to change. If the situation was reversed, actual rule was with the decreased of D6 and someone proposed to make same amount of D6 on all attacks, what would have happened? How many would have said "SA are perfect, don't overpower them!"? The tweak proposed is minor. In that sense, Rogue players who already play "fair" with the rules might not see a big difference. I don't hear any Paladin crying because they can't smite on every rounds...
Locworks wrote:
Sorry, but I have to show this again. A 10th-level Rogue with 4 ranks in Knowledge (religion) can SA Undead of up to CR8 (APL-2). The same Undead with 2 class levels (CR10, APL+0) becomes unsneakable without any change in its anatomy. Maybe your system should not take in account any class levels or templates that are not changing the anatomy? But that will be more complex...
TarkisFlux wrote:
Hum... that's a good point. Like an undead taking level in a class. Same undead, higher CR... Same anatomy, no more sneakable... hum... Could a knowledge of weak spots in special creature only requires a flat number of ranks in specific knowledge skill? 5 ranks on knowledge religion to sneak attack undead
and maybe different skill ranks for different subtype? You invest skill points as you like, and once you know... you know!
I think we should playtest both method of D6 decrease. (next HIT or next ATTACK) I will suggest this to the DM and the Rogue in one of my groups. I would also suggest that Combat Reflexes use the same method. (start with max D6 on first AoO, than decrease for other AoO). Without this feat, the Rogue would deal maximum D6 on his AoO. (no change from actual rule)
Locworks wrote:
I understand your point. And it applies very well to LCDA. I have some issue I would like to adress: RANKS vs SKILL MOD
Two rogues (4 ranks in Know.Religion) attack undead. They can both sneak attack CR8. But if one is dumb (int mod-4) and one is smart (int mod+4), shouldn't this account or something? And does the skill focus bonus also count as rank? (like class skill bonus) CHECK IS FIXED NUMBER
1/2CR
METAGAMING
Wow... It really looks like we are going somewhere with all this! I like very much this use of knowledge skill, but I am not sure about having to make skill check (take 10 is fine) .
A rogue can sneak a creature if his knowledge of this creature (skill mod) is at least equal to creature's HD. A 4th-level Rogue with 4 ranks in Knowledge(religion), with an 14INT (+2) would be able to sneak a 6HD Undead. A Rogue 3/ Cleric 1 (4 ranks in Religion and 14int), would have knowledge(religion) as a class skill (+3 bonus)... ability to sneak 9HD Undead This system allows for caracter customization and specialization. If knowledge skills can also be used untrained (no ranks), rogues would have basic sneaking knowledge for lesser creatures. A Rogue with skill focus feats, or multiclassing with Bard, would be able to sneak creature with very high HD (which is already possible with actual PFRPG rule).
JRM wrote:
The rule about skill check does not include automatic success on a natural 20. SRD wrote:
Does your progression use standard skill check rule, or your house rule of automatic success?
Brit O wrote:
My proposition is to prevent the "COULD be abused" with something solid in the rules, without penalyzing none-abuser. I don't want to remove from actual rogues, I want to remove from actual rules-lawyer and abusers. Not all players are like this, but *some* are. I don't want a rule to restrict players, I want to support them... It is unfair for the rogue player if all major NPCs villains have see invisibilty, uncanny dodge, fortification, and so on... because of a frustrated DM... :)
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